PHOBI-APP
TREATING PHOBIA (GLOSSOPHOBIA)
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PROBLEM STATEMENT
It is estimated that around 15
million people deal with
Glossophobia on a daily basis.
- Treating anxiety disorders & phobias at
$42 billion per year.
- 83% of of people who have tried virtual
reality therapy have overcome their fears.
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REQUIREMENTS & FEATURES
Requirements
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Engagement
(Immersiveness)
Progression
Cost efficiency
Accessibility
Interactivity
Biometric data
VR scenarios
(selectable)
Real-time
feedback
Critical features
Possible Solutions
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1. Self-monitoring virtual experience using biometric data
2. Integrate real-world stimuli with virtual space (classical
conditioning)
3. Game that analyzes public speaking patterns and
provides feedback
Competitors
Ovation
VR experience that analyzes speech/gesture
Con: not mobile, requires external controllers, monthly fee
Be Fearless
VR experience of different public speaking scenarios
Con: no feedback
Virtual Speech
Virtual reality speech/gaze analyzer
Con: no self-monitoring during session
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FEATURES
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FEATURES
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PHOBI-APP VS COMPETITORS
Competition
Success rates of VR Treatment
Adjusting Behaviour
Pavlov Classical Conditioning
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PRODUCTION COST
VR headset (phone-compatible)
Fitness tracker/ heart rate monitor
Programmers (Unity)
Partnerships/Big Contracts
Marketing
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BUSINESS MODEL
Target Customers
Psychologists and Occupational Therapists
- End user: patients
Corporations
- End user: employees
Educators
- End user: students
Marketing channels
Promotional Advertisement
- Ads on social media apps, such as Snapchat or Facebook
- Conventions
BUSINESS MODEL
Retail price & Expected Revenue
Free version: Individuals can download for free
- Will need to consent the utilization of their user data for public research
Pro version: Professional Use with 1 month free trial
- Psychologists = Yearly subscription of $3,000
- Corporations = Yearly subscription of $5,000 for every 500 employees
- School Systems = Yearly subscription of $3,000
FUTURE DIRECTIONS
Version up
Haptic Phone Vibration research
Pin Vibration Research
Feasibility of application to other social phobias
Classical Conditioning other phobias
Collaboration with key partners
Sketch Recognition Labs
Corporations
Toastmasters
Address different phobias
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Who We Are
“Reduce social
anxiety by exposing
users to a virtual
interactive public
speaking scenario”
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Mariah Chavez
ECEN ‘22
Linda Bustaman
BMEN ‘19
Hamzah
ISEN ‘18
Namgyun Kim
COSC ‘21
Sola Babatunde
MEEN ‘21
Chris
CSCE ‘22
8. REFERENCES
Wiederhold, B. K., & Wiederhold, M. D. (2005). Virtual reality therapy for anxiety disorders: Advances in evaluation and treatment. Washington, DC, US:
American Psychological Association.http://dx.doi.org/10.1037/10858-000
Bjelland, Hans V., and Kristian Tangeland. “User-Centered Design Proposals for Prototyping Haptic User Interfaces.” Haptic and Audio Interaction Design
Lecture Notes in Computer Science, pp. 110120., doi:10.1007/978-3-540-76702-2_12.
McLeod, S. A. (2018, Oct 08). Pavlov's dogs. Retrieved from https://www.simplypsychology.org/pavlov.html
Lake, Rebecca. “Fear of Public Speaking Statistics and How to Overcome Glossophobia.” CreditDonkey, www.creditdonkey.com/fear-of-public-speaking-
statistics.html.
Lake, Rebecca. “Fear of Public Speaking Statistics and How to Overcome Glossophobia.” CreditDonkey, www.creditdonkey.com/fear-of-public-speaking-statistics.html.
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